Sony  |  SKU: 94304

Saros For PlayStation 5 (US)

21.9 KD

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SAROS is a third-person cinematic action game developed by Housemarque — the studio behind the critically acclaimed Returnal — and published by Sony Interactive Entertainment exclusively for PlayStation 5 and PS5 Pro.

Released on April 30, 2026, SAROS is a brand new IP set on the shape-shifting alien planet Carcosa under the shadow of an ominous Eclipse. You play as Arjun Devraj (voiced and performed by Rahul Kohli of Midnight Mass and The Haunting of Bly Manor), a powerful Soltari Enforcer hunting for a lost off-world colony. The game evolves Returnal's bullet hell roguelite loop with a major new addition: permanent resources, progression, and persistent upgrades that carry over between deaths — ensuring every run is never wasted.

 


Game Details

General Information
Title SAROS
Developer Housemarque
Publisher Sony Interactive Entertainment
Platform PlayStation 5 / PS5 Pro (Exclusive — Not Available on PS4)
Engine Unreal Engine 5
Genre Third-Person Action / Bullet Hell / Roguelite
Release Date April 30, 2026
Player Mode Single-Player
Lead Actor Rahul Kohli (Midnight Mass, The Haunting of Bly Manor, The Fall of the House of Usher)
Development Started 2022
Development Budget Tens of Millions of Euros
Editions
Standard Edition Base Game — SAROS
Core Gameplay Features
Combat Style Third-Person Bullet Hell Shooter — Fast, Precise, Skill-Driven
Roguelite Loop Yes — Death Triggers World Change; Each Run Evolves
Permanent Progression Yes — Carry Resources, Weapon Upgrades, and Suit Parts Across Deaths
Weapon System Evolving Set of Weapons — Permanently Upgradeable Loadout
Suit System Suit Parts and Attributes — Permanently Upgradeable via Armour Upgrades
Carcosan Modifiers Yes — Customisable Gameplay Modifiers to Tailor Playstyle
World Dial Teleportation Yes — Fast Travel Directly to Any Unlocked Biome
Biomes Multiple Shifting Biomes on Planet Carcosa — Evolve as Eclipse Escalates
Eclipse Escalation System Yes — Hostile Threats Evolve as Eclipse Intensifies
Narrative Style Cinematic Character Study — Emotional Storytelling with Motion-Capture Performances

Key Features

Permanent Progression After Every Death — Housemarque's Evolution Beyond Returnal:
  • The single most significant gameplay advancement SAROS makes over Returnal is the introduction of permanent resources and progression. In Returnal, death reset nearly all progress — a design that created a punishing barrier for many players. In SAROS, every death carries meaning: resources, weapon upgrades, and suit enhancements permanently accumulate between runs, allowing players to "come back stronger" each time rather than starting over from zero. This shift transforms each death from a setback into a meaningful investment in the next attempt — making the roguelite loop accessible to a broader audience while preserving the high-skill bullet hell identity that defines Housemarque's design philosophy. 

Planet Carcosa's Shape-Shifting World and Eclipse Escalation System — A World That Fights Back:
  • Carcosa is not a static environment — the planet's biomes physically shift and change between runs under the influence of the ominous Eclipse, ensuring no two playthroughs present identical layouts, threats, or challenges. The Eclipse Escalation System progressively intensifies the hostility of all encounters as the player advances deeper into Carcosa — enemies evolve in behaviour and aggression as the Eclipse's corrupting force spreads, creating a mounting tension that drives both narrative urgency and gameplay difficulty in the same mechanic. The World Dial Teleportation system allows immediate fast-travel to any previously unlocked biome, enabling players to return to specific challenge areas or farming routes without traversing the entire world on foot. >
Rahul Kohli as Arjun Devraj — Cinematic Character Study at Housemarque Scale:
  • SAROS marks a major expansion of Housemarque's narrative ambition with Rahul Kohli delivering a full motion-capture and voice performance as Arjun Devraj — a Soltari Enforcer whose singular obsession with finding a lost off-world colony drives both the gameplay loop and the emotional core of the story. The game is described by Housemarque as an "emotional and powerful character study that explores the cost it takes to create a new future" — positioning SAROS as a narrative-forward action game in the tradition of God of War and The Last of Us, rather than a story-light arcade roguelite. Kohli's prior work in psychological horror series (Midnight Mass, The Fall of the House of Usher) aligns directly with Carcosa's haunting, Eclipse-shadowed atmosphere. >
Carcosan Modifiers and Evolving Loadout — Deep Playstyle Customisation:
  • Carcosan Modifiers allow players to actively customise the gameplay rules of each run — adjusting parameters that affect combat density, resource availability, enemy behaviour, and challenge intensity to match their preferred playstyle or farming strategy. The evolving weapon and suit systems provide a second dimension of customisation: weapons upgrade permanently across runs, and suit parts add attributes and special perks that change how Arjun interacts with Carcosa's combat systems. This dual-layer customisation system — modifiers for moment-to-moment gameplay feel and permanent upgrades for long-term build identity — gives SAROS greater replayability depth than a single linear action game. >
Unreal Engine 5 on PS5 Exclusive — Built to Fully Exploit the Platform:
  • Developed on Unreal Engine 5 with a multi-year development cycle and a budget totalling tens of millions of euros, SAROS is a PS5-exclusive title that will not be available on PS4 — built without legacy hardware constraints to use the full capability of the PS5's SSD streaming, DualSense haptic and adaptive trigger feedback, and 3D audio architecture. Housemarque's Returnal was one of the most technically impressive PS5 launch-era titles; SAROS builds on that foundation with UE5's Lumen global illumination and Nanite geometry systems applied to Carcosa's alien biomes — delivering the visual density and lighting fidelity that the planet's shifting, Eclipse-darkened environments demand.

 

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